Zaz Animation Pack V7.0 [2017-05-16] 7.0

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About This File

ZaZ Animation Pack

ZaZ And XaZ

Foreword by (ZaZ)

We have come a long way. The ZaZ Animation Pack is a Master Mod to so many Independent Mods here on LoversLab , I honestly never realized it would get to such a level. This all thanks to my Partner in Crime XaZ, without his effort and his scripts this mod would be just a Master Mod where other Mods draw Animations from.

"Why we do what we do ?" Short and Simple Answer is because we enjoy doing it. We are not Professional 3d Graphics Designers, Animators or Coders this is more of a Hobby for us.

Description

THE ZAZ-ANIMATION-PACK IS A FULLY ADULT ORIENTED MOD !!!!!!

THIS IS A RESOURCE FOR MODDERS AND CREATION KIT ENTHUSIASTS TO USE !!!!!!

THIS MOD IS A FRAMEWORK AND ANIMATION PACKAGE IT DOES NOT DO ANYTHING ON ITS OWN !!!!!!

DO NOT BASH US FOR THE CONTENT OF THIS MOD . WE PERSONALLY BELIEVE IN CONSENSUAL PLAY !!!!!!

WARNING !

This mod may contain Full Nudity, BDSM, Fetish, Sexual Stuff and therefore Adult Content! Don't download and use this mod if you don't like this sort of theme and/or not allowed to......IF THAT'S NOT YOUR TASTE, SKIP IT!!!

Requirements

Fores New Idles in Skyrim - FNIS by Fore ( Always the Latest Version )

1. Drop the data pack into your steam Skyrim folder. You can use Any Mod Manager of your Choice2. Activate the ESM file in NMM or similar.3. Run the FNIS GENERATION TOOL "GenerateFNISforUsers.exe". For more info, look here http://skyrim.nexusm...com/mods/11811.(There isn't a version without FNIS. If you're going to Mod your Game you need to be a little proactive and poke around for Answers)4. Enable the ZazAnimationPack.esm file.5. You Can use SkyUI(optional) to tweak/Change the settings to you're liking of the ZaZ Animation Pack6. Enjoy the mod (optional)

Honestly, We don't expect much from anyone who wants to use these Assets in his/her Mods. All We want is to know where they are being used and mostly likely a link. So We can take a look too. So Please let Us know if you're using stuff from here.

Notable Mentions:GSBModders - As Always, His Meshes/Textures give the Start of My Mods.Jbezorg - Made Spells , Just For Me On Request to Test 2 Person Animations - Cheers And KudosLabrat - Translated the Blender Animation Text For Skyrim (I never Mentioned His Name Before , But its because of that text I Started with Skyrim)Kalarr - For Helping Me Find Out the animation Numbering and Creating an Animation Pictorial Set , I will Add More and Update his Set. ( Older Credit )Bethesda - Yea Thank you For Such Awesome Games and Giving us a Creation Kit.

The Usual Suspects Mayatola, Equidical and Many MoreThe 4 People who Contributed to help me build a Decent Desktop since my Laptop gave up on me and died and was able to complete V6.00(I have something special planned )

Fix 1 - prevents applying the offset idle when actor is in furniture - it would mess up the furniture animation.Use case : Zep is removing restraints automatically when the furniture provides the same restraints as animation objects. The prevents having restraints equipped twice. The restraints are re-equipped when the actor leaves the furniture

Fix 2: repair SlaveTats support so Zaz slave tats are now workingUse case: Zep is using Zaz SlaveTats for adding tears for a short time automatically to an actor when he gets hurt by whip, furniture, painfull armor etc.

zbfFurnitureBed - simply a bed - likely where one actor is restrainedzbfFurnitureWhipping - furnitures where the victim can be whippedzbfFurnitureWhippingFromBack - furnitures where victims back being whipped (eg. reverse XCross)zbfFurnitureWhippingFromFront - furnitures where victims front being whipped (eg. XCross)zbfFurnitureHasWristCuffs - this furniture has cuff animation objects, so existing cuffs shall be unequipped while using the furniture (eg. XCross)zbfFurnitureHasAnkleCuffs - this furniture has cuff animation objects, so existing cuffs shall be unequipped while using the furniture (eg. XCross)zbfFurnitureHasCollar - this furniture has collar animation objects, so existing collar shall be unequipped while using the furniture (eg. Pillory)zbfFurnitureExposeGenitals - this furniture exposes the actors pussy / peniszbfFurnitureExposeAnus - this furniture exposes the actors anus

zbfWornPainfull - armor that causes pain to the wearerzbfWornDeadly - armor that kills the wearer after a certain amount of timezbfWornArousal - armor that increase arousal of the wearer by timezbfWornNoisy - armor that makes noise if the actor is moving (usually bells)

zbfWornAnalPlug - anal plug armorzbfWornVaginalPlug - vaginal plug armorzbfWornPlug - any plugzbfWornSlipperyPlug - a plug that usually slipping out of the actor when not fixed by another restraint (likely a belt)zbfWornLockSlipperyPlugs - armor that locks slippery plugs so they remain in place

zbfWornLockable - armor that contains a lock that can be unlocked with a lock pick or a keyzbfWornForged - armor that are forged at the actor - so only a blacksmith is able to remove itzbfWornScrewed - armor that are screwed at the actor - so only a blacksmith and people with tools are able to remove itzbfWornSliceable - armor that is potentially destroyable by daggers and swordszbfWornManualRemovable - armor that can be removed without any tools when the removing actor has hands free

zbfRestraintsUnlockKeyword - if an actor that removes restraints has one item with this keyword in his inventory he can remove zbfWornLockable restraintszbfRestraintsUnscrewKeyword - a tool that can be used to unscrew screwed restraints

Regarding the keywords:Not all of them have a corresponding furniture or armor in Zap - but in other BDSM resource packages. Since Zap is the most common central mod it would make sense to add keywords for other possible furnitures and armors too.

Why the keywords?Mods like Maria Eden doesn't come with prepared cell - when you entering a cell a modder collects available furnitures and therefore keywords that classify furnitures are extremely helpful. For no extra cost you gain a lot of flexibility.Zep plugs itself into Zap and provides comfort functions - for example it hides restraints automagically when an actor enters a furniture where the restraints wont fit. The XCross for example has cuffs. It doesn't look well if an actor wears cuffs while standing in an XCross. Zep hides it and re-equip it when the actor leaves the furniture.Usually the modder himself could take care of it - but he need to know which kind of restraints are assembled to the furniture.Keywords like "expose anal / genital" shall be used for all furnitures where the so-called body part is exposed. Mods that want to do some anal / genital games would profit if they know if the body part is presented and ready for accessKeywords like "whipping from back / front" are useful if a mod wants to whip the victims ass or frontKeywords like "worn screwed / locked / sliceable" describes how restraints are locked. If a collar is screwed or has a lock - the modder should know this. Sliceable are ropes and leather restraints - they can be combined with other keywords - however - a sliceable restraints is removable by someone who has a dagger. Forged restraints doesn't have a locking mechanism - once they are equipped only a blacksmith is able to remove them.A manual removable restraint does not have any locking mechanism at all and can be removed by everybody with free hands.Slippery plugs are non-inflatable plugs - if you equip such a plug without any further restraint it will slip out of your body.zbfWornLockSlipperyPlugs - if you wear such a restraint all slippery plugs are held in place - usually a chastity belt prevents plugs from slipping out of the body.zbfWornPainfull are used by Zep to change the facial expression of the wearer - eg. Nipple clampszbfWornNoisy - HR provides a chained bell. If an actor is moving while having such an restraint equipped it will be noticed by others4And I would like to have additional furniture keywords that describes if I need to place a whipping / interaction position marker in front, beside or behind the furniture. In Zap code the interaction marker is placed statically by using a static list of devices. This is not flexible - a keyword would be much better.

All those keywords are used by Maria Eden to increase immersion in the scenes - Other mods would also profit a lot from such a keyword list.

5.53:-------------------------------------------------------------------------------------* Fixes to some animation files. (Bound skull fuck, Pillory sex animations).* Verified with SL 1.57* Gag and whip sounds now attenuate with distance.* Added a new keyword: zbfEffectKeepOffsetAnim now intercepts jump, fall and activate animation events.* New script: zbfPlayerControl intercepts DisablePlayerControls and EnablePlayerControls to allow mods to control the player in a centralized manner.* New gag sound category for females* Armbinder SexLab support (doggy style, missionary, skull fuck, lesbian)* Boobjob animation for armbinder* Made binding effect more reliable when NPCs are moving between game cells.

* Compatible with DD slots** Moved wrist cuffs to item slots 59, ankle cuffs to 53. Combined now occupy 53 and 59.** Moved chastity belts to slot 49** Moved gags to slot 44** Moved blindfold to slot 55, removed blindfold slot from the hoods (they now take just the head slot as expected)** Collar stay at slot 45 (as is the case for DD).

5.52:-------------------------------------------------------------------------------------* Updated version reporting.* SexLab 1.50 compatibility.* Removed function zbfSexLab::GetAnimation. For animations from Zaz to work now, they must be registered then fetched through the SexLab get animation system.* New tags to separate bondage configuration: SubSub (both actors are bound), DomSub (only one bound actor). All bound animations are tagged with "Bound". Pillory animations are tagged with "Pillory".

V005.5:-------------------------------------------------------------------------------------* When mod is disabled, no effects are played, including mouth open effects.* Added options to control mod behavior and free player from ai control for mods that use the built in control system.* Script cleanup* Upgrade should work again (no more error messages).* Added additional checks to make sure the main quest is running properly.* SexLab integration is fixed (v1.39b)* Removed the animation submodule. It's becoming too large, and is rarely used (if ever).* New animations for SexLab. Actors can now be bound during AggrDoggyStyle (female/both), AggrMissionary (female), Skull Fuck (female), Arrok Lesbian (female/both).* Improved whip sound effects.* SexLab configuration has moved to its own menu item.* MCM is translated.* Lots of new keywords added to support Devious Devices animation and poses through the ZAP framework (zbfAnimMouthXX, zbfAnimHandsXXX).* Changed the default bound animation.* Default bound animation can now be configured from MCM, unless there is a specific animation attached to the item worn (which overrides MCM).

V005.4:-------------------------------------------------------------------------------------* Regenerated behavior files with new FNIS version. Should fix animation objects.* SexLab 1.20 compatibility* FNIS 4.0 compatibility* Whips and crops should be less bloody now. Slight changes to speed and damage as well.* New function: zbfUtil.SetActorDisplayScale which sets an actors apparent size to 1.0 and returns the value needed to restore the actor to previous size.* Setting to change decal life time in-game. Reverts after each restart.

V005.3:-------------------------------------------------------------------------------------* SexLab 1.20 compatibility* FNIS 4.0 compatibility* Whips and crops should be less bloody now. Slight changes to speed and damage as well.* New function: zbfUtil.SetActorDisplayScale which sets an actors apparent size to 1.0 and returns the value needed to restore the actor to previous size.* Setting to change decal life time in-game. Reverts after each restart.

V005.2:-------------------------------------------------------------------------------------* Fixed AA slots for most races, humans and non-humans.(mod) Added a blindness visual effect as an enchantment.(mod) Added an animation repository with all animations. Use zbfUtil.GetAnim() to access.* Removed the configuration module. Config is now baked into Zaz animation pack. SkyUI is now a dependency.* Added SexLab animations. SexLab is still optional.(mod) Added furniture: Rack, Wooden horse, vertical stocks, wheel (#03) and X-Cross.(mod) Added furniture support for all static nif objects. Most of them have unfortunate collision meshes and so require a free camera to use.* Modified zbfTestZone with new furniture. Check it out by teleporting there "coc zbfTestZone".(mod) Added a few new animations with chains instead of animation objects and/or new poses. (ZazApcAo306-ZazApcAo315).

V005.1:-------------------------------------------------------------------------------------* zbf Multi Gag tongue now has an open mouth animation.* Added a spawnable Npc called "zbf Slave".* Added utility functions for placing actors in preparation for the pillory animations.* Bug: zbfGSBCuffsBlack now correctly apply the bound animation.* zbfUtil added functions. Minor changes to some function signatures.* Revised race compatibility for all items. If items look reasonably well, they are visible, otherwise invisible.* Bug: Argonians and Khajiit no longer CTD when wearing "zbf blind hood". Model is replaced by vanilla hood.* Bug: Argonians and Khajiit did not show most items. They still can not display all items, and some items may clip slightly. Most gags still don't work and most collars clip.

V005:-------------------------------------------------------------------------------------* Punishment weapons are now usable by Npc during regular combat.* Removed zbfSettingNpcUpdateInterval. Update interval now affects both player character and npcs.* Item effects now apply updates automatically. Bound animation is only refreshed if the item has "zbfEffectRefresh" keyword attached. This keyword is useful only to modders.* Split up enchantments between full and partial bondage to prevent eg. unequipping a gag to reset animation.* All cuffs and wrist bonds use the new bondage enchantment instead of the partial one.* Added function: zbfUtil.GetVersion() which returns the current version.* Added a testing zone: zbfTestZone. "coc zbfTestZone" in the console.* Updated script version to 5.00* All FNIS ZaZ animations will not work on anything tagged as a child.* Loads of Pillory 2p Animations (Have a Look at the List in the Animations folder)* New static: Pillory02

V004:-------------------------------------------------------------------------------------* Optional configuration menu (enable ZazAnimationPackConfig.esp) which requires SkyUI.* Whips leave marks.* Added all animation objects as statics.* Default effect refresh timers set to 0 (disabled). This should make sure the mod clashes less with animations while still being mostly useful for the player character and npc. Timers can still be enabled through the console.* Effects now take care not to reset properties and animations unless instructed to. This should make enabling timers less of an issue.* Removed "loose" wrist ropes. No restraints prevent inventory access. Functionality remains for modders.* Removed character creation overrides (femaleheadbrowschargen.tri and femaleheadbrowsrace.tri) because these files were giving some people issues.* Added a chest with all items from this mod. Spawn by "player.placeatme XX010001" where XX is the load order of this mod.* Renamed rope to leather binds and introduced rope bonds.* 5 new hogtie animations with rope from hands to feet. (ZazApcAo051-ZazApcAo055)* 5 new hanging shackle animations. (ZazApcAo301-ZazApcAo305)* Bug: zbf Collar Ai didn't work properly* Bug: zbf effects are now overlapping (not stacking).

* Default effect refresh timers set to 0 (disabled). This should make sure the mod clashes less with animations while still being mostly useful for the player character and npc. Timers can still be enabled through the console.

* Effects now take care not to reset properties and animations unless instructed to. This should make enabling timers less of an issue.